Cost: $5
Type: Action
Text: +1 Card\n+1 Action\n+1 Buy\n+$1.
Here's a comprehensive strategy guide for Market:
Introduction Market is one of the original Dominion cards and represents a perfect example of a "vanilla" payload card that provides a bit of everything. While it may seem simple, understanding when and how to incorporate Market into your strategy is crucial for improving your Dominion game.
Core Benefits - Draws 1 card - Provides 1 extra Action - Grants 1 additional Buy - Adds $1 to spend - Self-replacing (doesn't use up your action)
The key strength of Market lies in its versatility - it improves nearly every aspect of your turn without requiring any specific support or setup.
Basic Market Strategy
When to Buy Market 1. Early-to-Mid Game Timing - Markets are typically best purchased in the early-to-mid game (turns 4-8) - They help smooth out deck operation while building toward bigger strategies - The $5 price point means they compete with other important kingdom cards
When you want to increase deck velocity without committing to a specific strategy
Number of Markets to Buy
Market's Role in Different Deck Types
Best practices: - Use Markets to bridge gaps between more powerful engine components - Don't rely on them as your primary draw source - Consider them supplemental rather than central pieces
However: - Don't over-invest in Markets in Big Money - Usually limit to 1-2 copies - Consider whether the $5 could be better spent elsewhere
But remember: - Rush strategies often can't afford the tempo loss of $5 Markets - Consider cheaper alternatives if rushing
Synergies and Combinations
Drawing terminals that need +Action support
Any village that doesn't provide +Buy
Payload Cards Strong combinations include:
Special Synergies
Countering and Competition
Minion (stronger when focused on)
Game pace demands immediate impact
Counter-strategies When opponents buy Markets:
Position in Various Game Phases
Better alternatives usually exist
Early Game (Turns 3-6)
Provides flexibility for future turns
Mid Game (Turns 7-12)
Useful for maintaining deck velocity
Late Game (Turn 13+)
Special Considerations
Consider table position when deciding quantity
With Prosperity
Works well with other Prosperity cards
In Tournaments
Common Mistakes to Avoid
Balance with other engine components
Poor Timing
Missing crucial power cards for Markets
Strategic Errors
Kingdom Analysis Examples
Analysis: - Markets essential for +Buy with Bridge - Helps connect Villages and Smithies - Warehouse helps filter excess Markets
Analysis: - Too slow for rush strategy - Better alternatives exist - Limited synergy potential
Sample Turn Sequences
Terminal payload Result: Smooth action chain with extra buy
Market Chain
Tips for Success
Consider payload-to-support ratio
Timing
Use Markets to smooth transitions
Gameplay
Conclusion
Market is a versatile support card that improves nearly every deck it's added to, but rarely serves as a primary strategy focus. Its strength lies in its ability to provide a bit of everything while helping to connect more powerful effects. Success with Market comes from understanding its role as a support piece and knowing when it's worth the $5 investment versus other options.
The key to using Market well is moderation - it's rarely correct to skip Markets entirely when they're available, but it's also rarely correct to base your entire strategy around them. They work best as a complementary piece that helps your deck operate more smoothly while providing the flexibility of additional Buys and modest economic boost.
Remember that while Market may not be the most exciting card in Dominion, its balanced benefits make it a reliable choice that can help turn good decks into great ones when used appropriately. Understanding when and how to incorporate Markets into your strategy will make you a better Dominion player overall.